Springtime Fey

Looking out my thin cold window, staring at the dead leaves and snow, I was thinking of spring. Because I can’t think of anything without relating it to D&D, I put together a couple of springtime race options for you. One is my obvious rewrite of a D&D classic, and the other two are a little fresher.

Before we dig in, you should consider reading the customizing your origin section in Tasha’s Guide to Everything. The statistics below represent the typical members of their race, but characters may have different ability score allocations, languages, or proficiencies.

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Abeil

The Abeil live in vast green meadows cultivating every species of flower imaginable. Here they tame a variety of bees, whose hives serve as both the primary food source, and building material for their castles. The Abeil are a strict monarchy with a queen, knights, and gardeners.

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Ability Scores: Dex +1; Cha +2
Size: Medium
Speed: 30 ft., fly 60 ft.
Age. Abeil have shorter lifespans than humans. They reach maturity at about 18 years old and can live to 60.
Alignment. Abeil are usually lawful good. They rarely make decisions without the guidance of their hive, for the good of the whole. Adventuring Abeil form a close bond with their party, often treating them as a surrogate hive.
Size. Abeil are tall and lean, with a thick fur covered carapace. They are at least 6 feet tall and weigh between 40 and 120 pounds. Your size is Medium.
Expert Gardner. You are proficient in your choice of two of the following: Animal Handling, Medicine, Survival, Nature, or an Herbalism Kit.
Hive Mind. At the end of a long rest, you can 3 + your charisma modifier of creatures to your Hive. You must select new creatures each morning. While a member of your hive, you can talk to them telepathically, assuming they are within 60ft, and if they are also an Abeil, they can respond. This telepathic communication is done through pheromones, and cannot be done underwater.
Calm the Hive. You are used to being in a swarm, and can usually keep them calm. If a swarm occupies your space, it will not attack you, and in fact, finds it calming. The swarm must make a wisdom saving throw DC 8+proficiency modifier, or fall asleep.
Languages. You can read and write Common and Auran.

Base HeightBase WeightHeight ModifierWeight Modifier
6’0”40 lb+2d8x (1d6)

Blossoms

These small fey creatures are known for their distinctive flower, which sprouts instead of hair. There are a wide variety, some say uncountable, of Blossoms, based on the type of flower they grow, but all share the same general traits below.

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Ability Scores: Dex +1; Cha +2
Size: Small
Speed: 30 ft.
Age. Blossoms have longer lifespans than humans. They reach maturity at about 18 years old and can live to 120.
Alignment. Blossoms are usually chaotic good. Generally they enjoy freedom, and the ability to do what they want, when they want. Culturally, the average Blossom is mortified at the thought of hurting someone else. Adventuring Blossoms have learned to put this feeling aside for just causes.
Size. Blossoms are short and whispy, with green skin and patches of naturally forming park, which negate a need for clothes while keeping modest (they can grow, shape, and shed this bark as part of a long rest). They are at usually about three feet tall and weigh between 20 and 40 pounds. Your size is small.
Nature Born. You are proficient in the Nature, and Medicine skills.
Sunlight Nourishment. You do not need to eat, drink, or sleep, provided you get at least an hour of sunlight per day. You can make due with magical, artificial, or other mundane light sources, but require at least 8 hours of light activity while you are exposed (such as sitting by a camp fire in the underdark). Without this light, you begin to suffer the effects of starvation.
Plant Affinity. You know the druidcraft cantrip. When you reach 3rd level, you can cast the entangle spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the barkskin spell once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn’t require material components. Charisma is your spellcasting ability for these spells.
Languages. You can read and write Common and Sylvan.

Base HeightBase WeightHeight ModifierWeight Modifier
2’6”20 lb+2d6x (1)

New Feat

Fruiting. Prerequisite: Blossom. Your flowers can produce fruit if and when you desire. You gain the following benefits. You cannot product fruit or berries with this feat, if you are suffering the effects of starvation.

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in an Herbalism Kit, it you are already proficient, you can add double your proficiency to checks you make with it.
  • Once per long rest, you can harvest up to 10 berries, as though you had cast the goodberry spell.
  • Once per short rest, you can pluck a single large fruit. When consumed, it acts as a healing potion.

Crystalline

Colorful and translucent, the Crystalline are a race of hard, rocklike beings native to the Quasi-Elemental Plane of Minerals, otherwise known as the Plane of Gems. Here they take great pride in their dance and marvel at the dazzling array of rainbows that come from the light passing through them as they move.

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Ability Scores: Con +2; Wis +1
Size: Medium
Speed: 30 ft.
Age. The Crystalline are born fully formed, and do not die of old age.
Alignment. The Crystalline are usually Lawful Neutral. The Crystalline thrive on order, and spend hours or days planning out the movements for their dance. The Crystalline value creativity above all else, and the creation of a new dance is a high honor. Adventuring Crystalline have use this learned behavior to devise intricate, and coordinated plans.
Size. Blossoms are sculpted with great care by their parents from a large gemstone. As such, they can appear fully formed, and in any combination of colors, shapes, or sizes. In general, they are medium sized, and usually about 6ft tall and 300lbs, but these are not hard and fast rules. Your size is medium. Unless it isn’t.
Perfectly Hewn. You are proficient in two of the following. Glassblower’s Tools, Jeweler’s Tools, Mason’s Tools, Acrobatics, or Performance.
Unbreakable. The Crystalline do not age, and never die from old age. They are born fully adult, and exist until they break. The Crystalline can not regain hit points from points from sources that do not expend a healing surge. Upon completion of a long rest, the Crystalline only restore a single hit die. That said, they can heal 1 hit point per casting of the Mending spell.
Eternal. The Crystalline will exist until they don’t. They do not need to eat or drink. They are immune to the petrified, and poisoned condition, and have advantage on saving throws vs exhaustion.
Languages. You can read and write Common and Primordial.

Base HeightBase WeightHeight ModifierWeight Modifier
6’00”300 lbSpecial, see size.Special, see size.

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